using System;
using System.ComponentModel;
using System.Text;
using System.Runtime.InteropServices;

namespace Microsoft.Xna.Framework
{

	[Serializable]
	[StructLayout(LayoutKind.Sequential)]
	public struct Vector3 : IEquatable<Vector3>
	{
		#region Private Fields

		private static  Vector3 zero = new Vector3(0f, 0f, 0f);
		private static  Vector3 one = new Vector3(1f, 1f, 1f);
		private static  Vector3 unitX = new Vector3(1f, 0f, 0f);
		private static  Vector3 unitY = new Vector3(0f, 1f, 0f);
		private static  Vector3 unitZ = new Vector3(0f, 0f, 1f);
		private static  Vector3 up = new Vector3(0f, 1f, 0f);
		private static  Vector3 down = new Vector3(0f, -1f, 0f);
		private static  Vector3 right = new Vector3(1f, 0f, 0f);
		private static Vector3 left = new Vector3(-1f, 0f, 0f);
		private static Vector3 forward = new Vector3(0f, 0f, -1f);
		private static Vector3 backward = new Vector3(0f, 0f, 1f);

		#endregion Private Fields


		#region Public Fields

		public float X;
		public float Y;
		public float Z;

		#endregion Public Fields


		#region Properties

		public static Vector3 Zero
		{
			get { return zero; }
		}

		public static Vector3 One
		{
			get { return one; }
		}

		public static Vector3 UnitX
		{
			get { return unitX; }
		}

		public static Vector3 UnitY
		{
			get { return unitY; }
		}

		public static Vector3 UnitZ
		{
			get { return unitZ; }
		}

		public static Vector3 Up
		{
			get { return up; }
		}

		public static Vector3 Down
		{
			get { return down; }
		}

		public static Vector3 Right
		{
			get { return right; }
		}

		public static Vector3 Left
		{
			get { return left; }
		}

		public static Vector3 Forward
		{
			get { return forward; }
		}

		public static Vector3 Backward
		{
			get { return backward; }
		}

		#endregion Properties


		#region Constructors

		public Vector3(float x, float y, float z)
		{
			this.X = x;
			this.Y = y;
			this.Z = z;
		}


		public Vector3(float value)
		{
			this.X = value;
			this.Y = value;
			this.Z = value;
		}


		public Vector3(Vector2 value, float z)
		{
			this.X = value.X;
			this.Y = value.Y;
			this.Z = z;
		}


		#endregion Constructors


		#region Public Methods

		public static Vector3 Add(Vector3 value1, Vector3 value2)
		{
			value1.X += value2.X;
			value1.Y += value2.Y;
			value1.Z += value2.Z;
			return value1;
		}

		public static void Add(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
		{
			result.X = value1.X + value2.X;
			result.Y = value1.Y + value2.Y;
			result.Z = value1.Z + value2.Z;
		}

		public static Vector3 Barycentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2)
		{
			return new Vector3(
				MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
				MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
				MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
		}

		public static void Barycentric(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, float amount1, float amount2, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.Barycentric(value1.X, value2.X, value3.X, amount1, amount2),
				MathHelper.Barycentric(value1.Y, value2.Y, value3.Y, amount1, amount2),
				MathHelper.Barycentric(value1.Z, value2.Z, value3.Z, amount1, amount2));
		}

		public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)
		{
			return new Vector3(
				MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
				MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
				MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
		}

		public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.CatmullRom(value1.X, value2.X, value3.X, value4.X, amount),
				MathHelper.CatmullRom(value1.Y, value2.Y, value3.Y, value4.Y, amount),
				MathHelper.CatmullRom(value1.Z, value2.Z, value3.Z, value4.Z, amount));
		}

		public static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max)
		{
			return new Vector3(
				MathHelper.Clamp(value1.X, min.X, max.X),
				MathHelper.Clamp(value1.Y, min.Y, max.Y),
				MathHelper.Clamp(value1.Z, min.Z, max.Z));
		}

		public static void Clamp(ref Vector3 value1, ref Vector3 min, ref Vector3 max, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.Clamp(value1.X, min.X, max.X),
				MathHelper.Clamp(value1.Y, min.Y, max.Y),
				MathHelper.Clamp(value1.Z, min.Z, max.Z));
		}

		public static Vector3 Cross(Vector3 vector1, Vector3 vector2)
		{
			Cross(ref vector1, ref vector2, out vector1);
			return vector1;
		}

		public static void Cross(ref Vector3 vector1, ref Vector3 vector2, out Vector3 result)
		{
			result = new Vector3(vector1.Y * vector2.Z - vector2.Y * vector1.Z,
								 -(vector1.X * vector2.Z - vector2.X * vector1.Z),
								 vector1.X * vector2.Y - vector2.X * vector1.Y);
		}

		public static float Distance(Vector3 vector1, Vector3 vector2)
		{
			float result;
			DistanceSquared(ref vector1, ref vector2, out result);
			return (float)Math.Sqrt(result);
		}

		public static void Distance(ref Vector3 value1, ref Vector3 value2, out float result)
		{
			DistanceSquared(ref value1, ref value2, out result);
			result = (float)Math.Sqrt(result);
		}

		public static float DistanceSquared(Vector3 value1, Vector3 value2)
		{
			float result;
			DistanceSquared(ref value1, ref value2, out result);
			return result;
		}

		public static void DistanceSquared(ref Vector3 value1, ref Vector3 value2, out float result)
		{
			result = (value1.X - value2.X) * (value1.X - value2.X) +
					 (value1.Y - value2.Y) * (value1.Y - value2.Y) +
					 (value1.Z - value2.Z) * (value1.Z - value2.Z);
		}

		public static Vector3 Divide(Vector3 value1, Vector3 value2)
		{
			value1.X /= value2.X;
			value1.Y /= value2.Y;
			value1.Z /= value2.Z;
			return value1;
		}

		public static Vector3 Divide(Vector3 value1, float value2)
		{
			float factor = 1 / value2;
			value1.X *= factor;
			value1.Y *= factor;
			value1.Z *= factor;
			return value1;
		}

		public static void Divide(ref Vector3 value1, float divisor, out Vector3 result)
		{
			float factor = 1 / divisor;
			result.X = value1.X * factor;
			result.Y = value1.Y * factor;
			result.Z = value1.Z * factor;
		}

		public static void Divide(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
		{
			result.X = value1.X / value2.X;
			result.Y = value1.Y / value2.Y;
			result.Z = value1.Z / value2.Z;
		}

		public static float Dot(Vector3 vector1, Vector3 vector2)
		{
			return vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z;
		}

		public static void Dot(ref Vector3 vector1, ref Vector3 vector2, out float result)
		{
			result = vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z;
		}

		public override bool Equals(object obj)
		{
			return (obj is Vector3) ? this == (Vector3)obj : false;
		}

		public bool Equals(Vector3 other)
		{
			return this == other;
		}

		public override int GetHashCode()
		{
			return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode();
		}

		public static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount)
		{
			Vector3 result = new Vector3();
			Hermite(ref value1, ref tangent1, ref value2, ref tangent2, amount, out result);
			return result;
		}

		public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)
		{
			result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);
			result.Y = MathHelper.Hermite(value1.Y, tangent1.Y, value2.Y, tangent2.Y, amount);
			result.Z = MathHelper.Hermite(value1.Z, tangent1.Z, value2.Z, tangent2.Z, amount);
		}

		public float Length()
		{
			float result;
			DistanceSquared(ref this, ref zero, out result);
			return (float)Math.Sqrt(result);
		}

		public float LengthSquared()
		{
			float result;
			DistanceSquared(ref this, ref zero, out result);
			return result;
		}

		public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount)
		{
			return new Vector3(
				MathHelper.Lerp(value1.X, value2.X, amount),
				MathHelper.Lerp(value1.Y, value2.Y, amount),
				MathHelper.Lerp(value1.Z, value2.Z, amount));
		}

		public static void Lerp(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.Lerp(value1.X, value2.X, amount),
				MathHelper.Lerp(value1.Y, value2.Y, amount),
				MathHelper.Lerp(value1.Z, value2.Z, amount));
		}
				
		public static Vector3 Max(Vector3 value1, Vector3 value2)
		{
			return new Vector3(
				MathHelper.Max(value1.X, value2.X),
				MathHelper.Max(value1.Y, value2.Y),
				MathHelper.Max(value1.Z, value2.Z));
		}

		public static void Max(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.Max(value1.X, value2.X),
				MathHelper.Max(value1.Y, value2.Y),
				MathHelper.Max(value1.Z, value2.Z));
		}

		public static Vector3 Min(Vector3 value1, Vector3 value2)
		{
			return new Vector3(
				MathHelper.Min(value1.X, value2.X),
				MathHelper.Min(value1.Y, value2.Y),
				MathHelper.Min(value1.Z, value2.Z));
		}

		public static void Min(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.Min(value1.X, value2.X),
				MathHelper.Min(value1.Y, value2.Y),
				MathHelper.Min(value1.Z, value2.Z));
		}

		public static Vector3 Multiply(Vector3 value1, Vector3 value2)
		{
			value1.X *= value2.X;
			value1.Y *= value2.Y;
			value1.Z *= value2.Z;
			return value1;
		}

		public static Vector3 Multiply(Vector3 value1, float scaleFactor)
		{
			value1.X *= scaleFactor;
			value1.Y *= scaleFactor;
			value1.Z *= scaleFactor;
			return value1;
		}

		public static void Multiply(ref Vector3 value1, float scaleFactor, out Vector3 result)
		{
			result.X = value1.X * scaleFactor;
			result.Y = value1.Y * scaleFactor;
			result.Z = value1.Z * scaleFactor;
		}

		public static void Multiply(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
		{
			result.X = value1.X * value2.X;
			result.Y = value1.Y * value2.Y;
			result.Z = value1.Z * value2.Z;
		}

		public static Vector3 Negate(Vector3 value)
		{
			value = new Vector3(-value.X, -value.Y, -value.Z);
			return value;
		}

		public static void Negate(ref Vector3 value, out Vector3 result)
		{
			result = new Vector3(-value.X, -value.Y, -value.Z);
		}

		public void Normalize()
		{
			Normalize(ref this, out this);
		}

		public static Vector3 Normalize(Vector3 vector)
		{
			Normalize(ref vector, out vector);
			return vector;
		}

		public static void Normalize(ref Vector3 value, out Vector3 result)
		{
			float factor;
			Distance(ref value, ref zero, out factor);
			factor = 1f / factor;
			result.X = value.X * factor;
			result.Y = value.Y * factor;
			result.Z = value.Z * factor;
		}

		public static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount)
		{
			return new Vector3(
				MathHelper.SmoothStep(value1.X, value2.X, amount),
				MathHelper.SmoothStep(value1.Y, value2.Y, amount),
				MathHelper.SmoothStep(value1.Z, value2.Z, amount));
		}

		public static void SmoothStep(ref Vector3 value1, ref Vector3 value2, float amount, out Vector3 result)
		{
			result = new Vector3(
				MathHelper.SmoothStep(value1.X, value2.X, amount),
				MathHelper.SmoothStep(value1.Y, value2.Y, amount),
				MathHelper.SmoothStep(value1.Z, value2.Z, amount));
		}

		public static Vector3 Subtract(Vector3 value1, Vector3 value2)
		{
			value1.X -= value2.X;
			value1.Y -= value2.Y;
			value1.Z -= value2.Z;
			return value1;
		}

		public static void Subtract(ref Vector3 value1, ref Vector3 value2, out Vector3 result)
		{
			result.X = value1.X - value2.X;
			result.Y = value1.Y - value2.Y;
			result.Z = value1.Z - value2.Z;
		}

		public override string ToString()
		{
			StringBuilder sb = new StringBuilder(32);
			sb.Append("{X:");
			sb.Append(this.X);
			sb.Append(" Y:");
			sb.Append(this.Y);
			sb.Append(" Z:");
			sb.Append(this.Z);
			sb.Append("}");
			return sb.ToString();
		}

		public static Vector3 Transform(Vector3 position, Matrix matrix)
		{
			Transform(ref position, ref matrix, out position);
			return position;
		}

		public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector3 result)
		{
			result = new Vector3((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,
								 (position.X * matrix.M12) + (position.Y * matrix.M22) + (position.Z * matrix.M32) + matrix.M42,
								 (position.X * matrix.M13) + (position.Y * matrix.M23) + (position.Z * matrix.M33) + matrix.M43);
		}

		public static Vector3 TransformNormal(Vector3 normal, Matrix matrix)
		{
			TransformNormal(ref normal, ref matrix, out normal);
			return normal;
		}

		public static void TransformNormal(ref Vector3 normal, ref Matrix matrix, out Vector3 result)
		{
			result = new Vector3((normal.X * matrix.M11) + (normal.Y * matrix.M21) + (normal.Z * matrix.M31),
								 (normal.X * matrix.M12) + (normal.Y * matrix.M22) + (normal.Z * matrix.M32),
								 (normal.X * matrix.M13) + (normal.Y * matrix.M23) + (normal.Z * matrix.M33));
		}

		#endregion Public methods


		#region Operators

		public static bool operator ==(Vector3 value1, Vector3 value2)
		{
			return value1.X == value2.X
				&& value1.Y == value2.Y
				&& value1.Z == value2.Z;
		}

		public static bool operator !=(Vector3 value1, Vector3 value2)
		{
			return !(value1 == value2);
		}

		public static Vector3 operator +(Vector3 value1, Vector3 value2)
		{
			value1.X += value2.X;
			value1.Y += value2.Y;
			value1.Z += value2.Z;
			return value1;
		}

		public static Vector3 operator -(Vector3 value)
		{
			value = new Vector3(-value.X, -value.Y, -value.Z);
			return value;
		}

		public static Vector3 operator -(Vector3 value1, Vector3 value2)
		{
			value1.X -= value2.X;
			value1.Y -= value2.Y;
			value1.Z -= value2.Z;
			return value1;
		}

		public static Vector3 operator *(Vector3 value1, Vector3 value2)
		{
			value1.X *= value2.X;
			value1.Y *= value2.Y;
			value1.Z *= value2.Z;
			return value1;
		}

		public static Vector3 operator *(Vector3 value, float scaleFactor)
		{
			value.X *= scaleFactor;
			value.Y *= scaleFactor;
			value.Z *= scaleFactor;
			return value;
		}

		public static Vector3 operator *(float scaleFactor, Vector3 value)
		{
			value.X *= scaleFactor;
			value.Y *= scaleFactor;
			value.Z *= scaleFactor;
			return value;
		}

		public static Vector3 operator /(Vector3 value1, Vector3 value2)
		{
			value1.X /= value2.X;
			value1.Y /= value2.Y;
			value1.Z /= value2.Z;
			return value1;
		}

		public static Vector3 operator /(Vector3 value, float divider)
		{
			float factor = 1 / divider;
			value.X *= factor;
			value.Y *= factor;
			value.Z *= factor;
			return value;
		}

		#endregion
	}
}
